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TOPIC: [ENGLISH] 88th Infantry Tournament 2014 Rules v1.14

[ENGLISH] 88th Infantry Tournament 2014 Rules v1.14 15 Ago 2014 19:19 #2890

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1. OVERVIEW

1.1. 88th Infantry Tournament (88th IT) is a 6 vs 6 adversarial competition in the game mode “Capture the Flag” (CTF).
1.2. In order for the Tournament to begin there must be a minimum of 10 registered teams that will form groups with a minimum of 4 teams each. First and second runners in a group will play the tournament. In case of a draw in a group, it will be taken into account, from greatest to least importance:
  • Captured Flags
  • Touched Flags
  • Captured Flags Against
  • Touched Flags Against
  • Enemies Killed - Only in knockout phase
In case teams are still draw, they will play a qualifying match where winner will pass onto the next stage. The classified teams will go on to play qualifying matches.
1.3. Tournament inscription will mean the understanding and acceptance of all the rules, being each player responsible of their own behavior, and the possible consequences.
1.4. The main language in the forums will be English.
1.5.At the end of the league the top two teams from each group will go in to the play offs to decide the overall battle ladder winner. The playoffs will be a knockout style final.
1.6. The Organization to the Tournament expects a fair and respectful game on behalf of all teams and team members. Do not forget this is just a game.



2. RULES

2.1. MANAGERS, PLAYERS AND TEAMS
2.1.1. Each enrolled team will facilitate the name of a Manager and a Captain (Team Reps), and must register between 6 and 8 players per team.
  • Manager: The Manager is the team representative and the responsible person for the whole team (they may or may not be a player). Managers are responsible of managing and enrolling their teams through the forums providing the game Unique ID (UID) and Nickname of each player. (See enrolment form in the forums).
  • Captain: They will perform Manager’s functions in their absent. They must be a registered player.
2.1.1. Only player with a valid and original game UID are allowed. In case two players with same UID are detected, they will be banned from the Tournament, and their personal scores will be deleted.
2.1.2. Every participating team must own or have access to a game server with the required official configuration (See point 2.7.2) in which they can play the matches. Each Group/Clan may enroll more than one team, which in no case will happen to meet in the same league group.
2.1.3. Players can only be registered in one team during the whole Tournament, even if they original team has been eliminated
2.1.4. It is not allowed to register players once the Tournament has begun.
2.1.5. If a team played a match with a player who had not been registered in the Tournament, the match will be considered a LOSS for that team, and they will be punished with a serious offence. And if they play with a player with a different ID from the ones provided originally, the team will be banned from the Tournament.
2.1.6. If a player or team is punished with more than three serious offences, the team will be banned from the Tournament.
2.1.7. The Organization reserves the right to refuse admission of any team or player.

2.2 MATCHES
2.2.1. Local teams must offer two different days and times to play the match, and they have to do so the week before the actual match. Should the away team not conform to these days and timetables, they must offer two alternatives. If the teams cannot reach an agreement, the Organization will establish a day among the other three days of that week to play the match.

Example message in scheduling forum:

- Subject: ROUND 1 - 88th Co.”Walking Death” vs Black Dragon

- Message:
1st Date / Hour: 02.10.14 - 22:00 CET
2nd Date / Hour: 05.10.14 - 22:30 CET
Map: [88IT] CTF - Gravia [S.]
Serer name: 88th Infantry Tournament - Server 1
Server IP: 127.0.0.1
Password: server1
Supervise the match (yes/no): no
Streaming (yes/no): yes

The challenge thread must stipulate:

- Subject: ROUND x -Team A vs Team B

- Message:
1st Date / Hour:
2nd Date / Hour:
Map:
Serer name:
Server IP:
Password:
Supervise the match (yes/no):
Streaming (yes/no):

2.2.2. Should one team not be present, the match will be regarded as loss by the absent team by 1-0, being this awarded no points, and the winner 3 points.
2.2.3. Should neither team be present, the match will be regarded as loss 1-0 to both teams. None of the teams will be awarded any points.
2.2.4. Should a team forfeit from the tournament, they will be deleted along with all their results, and teams who have play against them will have one match less. If they are already in the qualifying phase, the 3rd classified from their group will pass on to the phase. In case they forfeit during the first round of the league it will be allowed to include the next team that is not participating
2.2.5. Should a team not show up in two consecutive matches they will be eliminated from the tournament, along with all their scores, with application of rule 2.2.4.
2.2.6. After agreeing to a timetable to play a match, only a delay of 15 minutes per round will be allowed, unless both teams have agreed otherwise to delay it as much as they see fit.
2.2.7. Both rounds must take place the same day, not allowing postponing any of them after making the agreement in the forum. Only due to server downtimes will it be possible, according to rule 2.2.13.
2.2.8. Teams (either one or both) are allowed to play with less than 6 players, but more players are not allowed.
2.2.9. Matches will consist of two rounds in the same map and day, being each round of 30 minutes with a limit of 5 flags per round. Rounds will end in the regulation time or when a team captures 5 Flags.
2.2.10. The organization will publish a set of maps and a calendar of matches to play the Tournament. Under no circumstances are they to be modified (edited) or altered in order.
2.2.11. Teams must take a screenshot of the results and player scores (both winners and losers) after each round. The winning team must upload the screenshots to the forum thread of the match within 24 hours, and the loser team must confirm the results within 24 hours. If the winning team does not have the screenshots, the loser team must provide them. In case none of them can provide screenshots, the match will be regarded as draw 0-0, being each team awarded 1 point, unless the losing team confirms their defeat.
2.2.12. The scoring of the matches is:
  • Win: 3 points
  • Draw: 1 point
  • Loss: 0 point
2.2.13. In case of a first server downtime, the match will be restarted from scratch, unless there are only 5 minutes left to the regulation time and can be proved with screenshots. If there is a second server downtime, the match will take place on the away team server. Should there be another downtime; the match will take place on the day, tome and place (server) that the Organization decides.
2.2.14. All matches have to take place in the official servers that the Organization provides to the teams. Any match taking place in a different server will not be legal unless requested by writing on the forums, and the Organization gives their approval. Thanks to United Nations Army team www.united-nations-army.eu for providing 3 of the servers.
German Server provide by United Nations Army
  • 88th Infantry Tournament - Server 1 / Pass: server1 / Admin: 88it
  • IP adress: 148.251.4.178:2502
  • 88th Infantry Tournament - Server 2 / Pass: server2 / Admin: 88it
  • IP adress: 148.251.4.178:2512
  • 88th Infantry Tournament - Server 3 / Pass: server3 / Admin: 88it
  • IP adress: 148.251.4.178:2522
    French Server provide by 88th Co."Walking Death"
  • 88th Infantry Tournament - Server 4 / Pass: server4 / Admin: 88it
  • IP adress: 5.196.76.23 Port: 2363
  • 88th Infantry Tournament - Server 5 / Pass: server5 / Admin: 88it
  • IP adress: 5.196.76.23 Port: 2383
  • 88th Infantry Tournament - Server 6 / Pass: server6 / Admin: 88it
  • IP adress: 5.196.76.23 Port: 2403


    2.3 FORUM USE AND RESPECT
    2.3.1. Everything with reference to the Tournament, match arrangements, result publication, member enrolment, and any other topic related to the management and/or organization of the competition has to be dealt through the official Tournament forums. Any of these arrangements made out of the forum will not be valid.
    2.3.2. Lack of respect, insults, or treating any topic not referent to the Tournament is prohibited.
    2.3.3. Any incident will be assessed by authorized people and in the forum set up for the matter.

    2.4. PATCH UPDATES, MODS/ADDONS, CHEATS AND LAG TEST
    2.4.1. Every player must have the last official version (not DEV version) of the game. Should a new patch of more than 500 MB be released, teams may postpone their matches a week so every team can update their game clients and servers.
    2.4.2. Mods, addons and custom faces are not allowed during the Tournament.
    2.4.3. Cheats are completely off-limits. The inability to fulfill this rule will mean the permanent ban of the player and the expulsion of the team from the Tournament.
    2.4.4. The“lag test”
    • Prior to the commencement of the actual match, teams must carry out a “lag test”, unless both teams agree not to.
    • Allow the mission to load and play for a couple of minutes, monitor players ping and desyncs.
    • All players must meet at the center of the map. After that, squad reps can start a controlled killing of enemy soldiers incarcerated in Individual pens.
    • Using the default weapon, (1st one shot one kill weapon) monitor any delay from shooting to the players actually dying. Any delay shows lag.
    • Once all "Incarcerated players have been killed, squad reps can then kill each other, again monitoring speed of the kill effect.
    Below are the maximum Allowances for Internet game play for the tournament.
    • MAX DESYNC ALLOWED = 0
    • MAX PING ALLOWED = 200ms
    • MAX Allowable AVERAGE PING DEVIATION between teams = 100ms
    Average Ping Deviation is calculated by:
    • Add all Team “A's” pings together and then divide by the number of players in Team “A”. This will equal Team “A’s” average ping rate.
    • Add all Team “B's” pings together and then divide by the number of players in Team “B”. This will equal Team “B’s” average ping rate.
    • Subtract the lowest team’s average ping rate for the highest average ping rate; the difference is the Average Ping Deviation.
    • Example: 200ms (Team A) – 150ms (Team B.) = 50ms (Average Ping Deviation)
    • The “lag test” is the only time a Team will have the right to refuse to accept an enemy team member or to play a team due to excessive lag or desync. If a player has not been accepted by the opposing team for justifiable reasons, (e.g. ping or desync) then the following actions must be taken by the "Offending" team. The Offending team has 5 minutes to find a replacement player, or they must start the match without their full set of players and in this case the JIP is not allowed.
    Either team can call for an additional lag test before start the match when:
    • A player has connected or reconnected after a lag test has been done.
    • Prior to the start of any round.
    2.5 INCIDENTS AND PENALTIES
    2.5.1. Every accusation has to be made through the corresponding forum, and has to provide visual evidence (video, screenshot, or server logs). Without evidence, any complaint will be dismissed, and will mean the disqualification for the rest of the Tournament to the team member that has committed this defamation.
    2.5.2. Trying to cheat on the Organization with fake evidence will end in the permanent ban of the member.

    2.6 TOURNAMENT MAPS AND BUGS
    2.6.1. Only the maps provided by the Organization can be used in matches. Under no circumstances will these maps be modified. Should any modification be detected, the match will have to be retaken on a date that the Organization sees fit.
    2.6.2. Each season (calendar week) will have a different map assigned. Maps cannot be substituted under any circumstance.
    2.6.3. Maps will have a “No entry area” surrounded by signposts marking the area where, in case of entering, the player will die. It is allowed to shot in or out of that area. There will be a script that will kill any enemy entering that line (“No entry area”).
    2.6.4. There will be a small “Respawn” area protected by both buildings and a script preventing span-killing.
    2.6.5. Bug abusing is forbidden. Proving with visual evidence that a team s abusing game bugs, such as walking through walls, containers, be under a building, or doing any physically impossible activity, the team that is abusing those bugs will be regarded as loser. Should any scripting or editing problem arise, these have to be communicated immediately to the Organization so they can supervise it. If the problem is game breaking, the Organization will decide if the map should be swapped or the problem solved. If the map has to be swapped, only the complainant team and any team with a pending match will have to change the map.
    2.6.6. Each map has 4 civilian slots (two for each team: TrackingCAM) that can be used in the following scenarios:
    • Under request of any team, the Organization can supervise the match to control the misuse of bugs.
    • A team can request a member of a different team (preferably Manager or Captain) to supervise the match. In that case the overseer must be in the TS3 server of the rival team or the Organization's to avoid any problem (they must have the microphone enabled and be available).
    • To live-stream the match. A (minimum of) 5-minute delay must be applied in the broadcast.
    2.6.7. If a team requests the supervision of a match through TrackingCAM, the rival team cannot reject the proposition. If the request is for the bradcasting of the match through the Internet, the opposing team can deny the request and that option would be discarded.

    2.7 PING, SERVER CONFIG AND PLAYER PROBLEMS
    2.7.1.Maximum ping allowance is 200ms provided that desync is 0. If a player has desync they cannot play, even if it is very low (Desync = 0). If a team member detects a player with desync that has to be communicated to the Manager or Captain through in-game chat, taking a screenshot as evidence. If after 5 minutes the player still has desync ≠ 0 the player will have to leave the server immediately. Should the player not leave after a second warning, the complainant team may ask in the forum to be awarded the game as Win by a minimum score, only if they provide evidence through screenshots proving the pass of time, the desync and two warnings to the player.
    2.7.2. Every server must have the same configuration to play a match. This configuration is:
    • Mercenary mode
    • 3ª person disabled
    • Crosshairs disabled
    • verifySignatures=1; (to avoid unsigned addons creating problems in the server)
    2.7.3. Should a player drop connection he can reconnect as much as needed (JIP) only if the player was already in the game.
    2.7.4. Player changes will not be allowed in a round unless done before the start of the game. If a player drops connections during a game and cannot reconnect, the affected team has to play with one player less during the round. Players cannot be replaced by other player.


    3. ORGANIZATION 88TH INFANTRY TOURNAMENT 2014

    The Organization may modify, adapt, or improve these rules as long as they see fit for the good running of the tournament.

    “All this rules are based on the European Combat League (ECL) and adapted by 88th Infantry Tournament.”
    Last Edit: 17 Oct 2014 00:05 by LORD.
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    ENGLISH - 88th Infantry Tournament 2014 Rules v1.1 04 Sep 2014 17:27 #3010

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    Rules updated v1.1

    1.5.At the end of the league the top two teams from each group will go in to the play offs to decide the overall battle ladder winner. The playoffs will be a knockout style final.

    2.6.6. Each map has 4 civilian slots (two for each team: TrackingCAM) that can be used in the following scenarios:
    • Under request of any team, the Organization can supervise the match to control the misuse of bugs.
    • A team can request a member of a different team (preferably Manager or Captain) to supervise the match. In that case the overseer must be in the TS3 server of the rival team or the Organization's to avoid any problem (they must have the microphone enabled and be available).
    • To live-stream the match. A (minimum of) 5-minute delay must be applied in the broadcast.
    Last Edit: 16 Sep 2014 10:21 by LORD.
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    ENGLISH - 88th Infantry Tournament 2014 Rules v1.1 15 Sep 2014 20:34 #3103

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    Rules update v1.12

    2.6.7. If a team requests the supervision of a match through TrackingCAM, the rival team cannot reject the proposition. If the request is for the bradcasting of the match through the Internet, the opposing team can deny the request and that option would be discarded.
    The topic has been locked.

    ENGLISH - 88th Infantry Tournament 2014 Rules v1.13 16 Sep 2014 20:39 #3111

    • LORD
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    Rules update v1.13

    2.2.14. All matches have to take place in the official servers that the Organization provides to the teams. Any match taking place in a different server will not be legal unless requested by writing on the forums, and the Organization gives their approval. Thanks to United Nations Army team www.united-nations-army.eu for providing 3 ot the servers.
    German Server provide by United Nations Army
  • 88th Infantry Tournament - Server 1 / Pass: server1 / Admin: 88it
  • 88th Infantry Tournament - Server 2 / Pass: server2 / Admin: 88it
  • 88th Infantry Tournament - Server 3 / Pass: server3 / Admin: 88it
  • French Server provide by 88th Co."Walking Death"
  • 88th Infantry Tournament - Server 4 / Pass: server4 / Admin: 88it
  • 88th Infantry Tournament - Server 5 / Pass: server5 / Admin: 88it
  • 88th Infantry Tournament - Server 6 / Pass: server6 / Admin: 88it
  • Last Edit: 18 Sep 2014 02:10 by LORD.
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    ENGLISH - 88th Infantry Tournament 2014 Rules v1.13 28 Sep 2014 16:40 #3330

    • LORD
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    Server updated with IP adress and Ports
    German Server provide by United Nations Army
  • 88th Infantry Tournament - Server 1 / Pass: server1 / Admin: 88it
  • IP adress: 148.251.4.178:2502
  • 88th Infantry Tournament - Server 2 / Pass: server2 / Admin: 88it
  • IP adress: 148.251.4.178:2512
  • 88th Infantry Tournament - Server 3 / Pass: server3 / Admin: 88it
  • IP adress: 148.251.4.178:2522
    French Server provide by 88th Co."Walking Death"
  • 88th Infantry Tournament - Server 4 / Pass: server4 / Admin: 88it
  • IP adress: 5.196.76.23 Port: 2363
  • 88th Infantry Tournament - Server 5 / Pass: server5 / Admin: 88it
  • IP adress: 5.196.76.23 Port: 2383
  • 88th Infantry Tournament - Server 6 / Pass: server6 / Admin: 88it
  • IP adress: 5.196.76.23 Port: 2403



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    Last Edit: 10 Oct 2014 19:15 by LORD.
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    ENGLISH - 88th Infantry Tournament 2014 Rules v1.13 10 Oct 2014 19:16 #3615

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    Server list updatetd with IP adress and port
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    [ENGLISH] 88th Infantry Tournament 2014 Rules v1.14 16 Oct 2014 23:50 #3779

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    Rules update v1.14

    2.1.5. If a team played a match with a player who had not been registered in the Tournament, the match will be considered a LOSS for that team, and they will be punished with a serious offence. And if they play with a player with a different ID from the ones provided originally, the team will be banned from the Tournament.
    2.1.6. If a player or team is punished with more than three serious offences, the team will be banned from the Tournament.
    Last Edit: 17 Oct 2014 00:06 by LORD.
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